mirror of
https://github.com/Aurorastation/Aurora.3.git
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* Replace SSingulo with SScalamity; processing cleanup
- SScalamity now handles blobs as well as singularity-types.
- Processing subtypes have been simplified to not require a stop_processing definition.
* this is probably important
* Remove cascade disabling SSgarbage
* Fixed a bug where dust() did not qdel the target mob
* Misc fixes
* Fix decals surviving break-to-plating
* Subsystem flag tweaks
* Apparently subsystems are new'd before config is.
* Fix paper icons
* Speculative fix for insane lag
* Better machinery stat
* Make organs not use SSoverlay
* Misc bugfixes & tweaks
* Nightmode fixes
* Changelog for SMC
* Port /tg/'s improved MC crash handling
* Add some more SS Recover() procs
* supply_controller -> SScargo
* More New() -> Initialize()
* pAI and robot construction overlays
* Fix cargo unit tests
* Merge the DMM Suite's atom/New() into atoms_init
* Lighting pre-baking
* Lighting initialization logging
* Fix some bad SS init orders
* Fix SSlighting logging; rename Processes to MC
* Speculative fix for insane GC lag
* Prebaked openturf/icon_smooth & fix lighting prebake
* SS init status; SSatoms LATEQDEL
* Fix bug with MC init stat panel
* Fix parallax
* Misc
* Ignore SS_NO_DISPLAY during init
* apparently this is important
* REEEEEE
* Image GC fixes; broadcaster radio-new sanity
* RCON Cleanup
* Move pAI recruiter into subsystem
* Move global solars list into sun subsystem
* Make chickens not use a global
* Demote SSdisposals to SS_BACKGROUND; garbage-debug cleanup
* Speed up space init a little
* Fix bad timer flags on floor drying
* Subsystem panic-restart verb for mins
* Explosion speedup
* Minor subsystem & MC logging tweaks
* SSopenturf improvements
* Make pipenet actually initialize (whoops)
* Minor tweaks
* Implement lighting rounding
* comments are hard okay
* Minor lattice tweaks
* Fix some timer issues & better closet init
* Timer sanity
* Request console tweaks + Storage init sanity
* Minor SSmachiner RCON improvements
* Further reduce world-start timer count
* Standardize subsystem logging
* Garbage hard delete profiling from /tg/
* Timer hang detection & recovery
* Log machines that sleep in process() and fuck up SSmachinery
* Fix an issue with external airlocks sleeping in process()
* Failsafe logging
* Minor tweaks
* Revert "Request console tweaks + Storage init sanity"
This reverts commit 98d3579e35.
* Re-implement RC changes
* Fix SQL FT saving
* Fix SSmachinery sleep in disposals
* Minor SS tweaks
* Paper fixes
* Blood drying fixes
* Merge gameticker and SSticker
* Minor global list init cleanup
* Lagcheck biogenerator & bags
* Tweak SScargo init order; RIG Initialize()
* Caching tweaks
* Remove rogue comma
* Initialize fixes
* Lighting destroy cleanup
* Fix emagging airlocks
* Initial SSicon implementation
* Tweaks & Fixes
* Fire + Air alarm queued icon updates
* Overlays + Queued icon cleanup
* Runtime & background fixes
* Kill some meaningless set statements
* Kill some image qdels
* Bump up lighting rounding val
* Fix adv. scanner destroy runtimes
* Remove unneeded icon update limiting
* Move icon smoothing into helpers
* Show a warning if DM 510 compiles without memory leak hack enabled
* Re-organize subsystems & MC defines a little
* Airlock SFX
* Log of Changes
* Make SSicon_update disable itself when not doing anything
* Fix respawn verb runtime when used early in server-init
* Add more information to MC's stat_entry()
* Replace direct refernces to gcDestroyed with QDEL* macros
* plant_controller -> SSplants
* More plant tweaks
* Add more humor to changelog
* Move parallax globals into SSparallax
* Lighting responsiveness tweaks
* Fix parallax init order & better MC init panel stat
* Make mobs GC
* More overlays + Remove intercom spawn()
* SSfast_process; make pinpointers not use spawn-recursion to process
Also made the SM Cascade beach process with SSprocessing instead of a spawn loop.
* Update changelog
* Mob GC tweaks
* Del() cleanup
* Fix insomniac ZAS connection edges
* Minor pAI cleanup
* Convert more things to SSoverlay; fix duplicated overlay in field gens
* SM Bluespace turf tweaks
* Update SSgarbage debug globals list
* Human-type qdel tweaks
* Subsystem suspension; stat_entry improvements
* SQL Statistics cleanup
* Fix runtimes with ambrosia
* More disable() -> suspend(); fix nightmode again
* Human qdel fix; minor tweaks
* Update turbolift to work with StonedMC
* Make lifts use timers instead of a subsystem
* Make SSassets start earlier
* Convert the radio controller into a subsystem
* Fix some missing CHECK_TICKs in asteroid generation
* MC stat tweaks; make shouldnt_see a typecache
* Kill some redundant debug-controller entries
* radio_controller -> SSradio
* Better SSgarbage hard-del logging from /tg/ upstream
* Logging tweaks + GELF
* Misc client caching improvements
* Slime SSoverlay
* Oven icon fixes
* Implant fixes
- Death implants will no longer spam Common on death of user.
- Death implants should handle a deleted user better.
* Holder tweaks + Welding tool Initialize()
* Fix some bad subsystem logging
* Fix suit cooling units spawning without cells
* Starlight tweaks
* Gibber infinite gib fix
* More SSoverlay stuff
* Make crates use CUT_OVERLAY_IN
* Make SSarrivals suspend instead of disable
* Make openturf use split/phased tick checks
* Speculative fix for unwet timer runtimes
* Blood overlay tweaks/fixes
* Update crusher to play nice with SMC + SSoverlay
* Openturf improvements and fixes
* Minor turbolift tweaks
* Lighting performance improvements + ChangeTurf tweaks
* this is probably important
* Fix wall weld noises on changeturf
* More ChangeTurf tweaks
* Explosion tweaks
* Pre-game lobby tweaks
* Openturf tweaks
* Prevent admins from starting the game before init finishes
* Fix Travis
* Kill an unused var
* Fix ChangeTurf runtimes on openturfs
* Fixes
* Browser datum fixes, asset caching
* Update changelog
* Changelog
* Lobby tweaks
* Ticker tweaks; kill ticker var
* Further lobby tweaks
* Cascade tweaks
* air_master -> SSair
* Reduce overhead from radio autosay
* alarm_manager -> SSalarm
* bomb_processor -> SSexplosives
* corp_regs -> SSlaw
* ZAS overlay fixes
* Small wall icon optimization
* Fix effects master
* Assembly tweaks
* Megavend fixes
* Shuttle fixes
* Camera alert performance improvements
* Fix some world.log spam from lighting overlays
* Fix some Initialize() procs
* Openspace responsiveness tweaks
* Make HE pipes animate through openturfs
* Kill a spawn
257 lines
11 KiB
Plaintext
257 lines
11 KiB
Plaintext
var/datum/controller/subsystem/processing/shuttle/shuttle_controller
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/datum/controller/subsystem/processing/shuttle
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name = "Shuttles"
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init_order = SS_INIT_SHUTTLE
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priority = SS_PRIORITY_SHUTTLE
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flags = 0 // Override parent.
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var/list/shuttles
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/datum/controller/subsystem/processing/shuttle/New()
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NEW_SS_GLOBAL(shuttle_controller)
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shuttles = list()
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/datum/controller/subsystem/processing/shuttle/Recover()
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src.shuttles = shuttle_controller.shuttles
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/datum/controller/subsystem/processing/shuttle/proc/setup_shuttle_docks()
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for(var/shuttle_tag in shuttles)
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var/datum/shuttle/shuttle = shuttles[shuttle_tag]
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shuttle.init_docking_controllers()
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shuttle.dock() //makes all shuttles docked to something at round start go into the docked state
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for(var/obj/machinery/embedded_controller/C in machines)
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if(istype(C.program, /datum/computer/file/embedded_program/docking))
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C.program.tag = null //clear the tags, 'cause we don't need 'em anymore
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/datum/controller/subsystem/processing/shuttle/Initialize(timeofday)
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var/datum/shuttle/ferry/shuttle
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// Escape shuttle and pods
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shuttle = new/datum/shuttle/ferry/emergency()
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shuttle.location = 1
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shuttle.warmup_time = 10
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shuttle.area_offsite = locate(/area/shuttle/escape/centcom)
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shuttle.area_station = locate(/area/shuttle/escape/station)
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shuttle.area_transition = locate(/area/shuttle/escape/transit)
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shuttle.docking_controller_tag = "escape_shuttle"
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shuttle.dock_target_station = "escape_dock"
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shuttle.dock_target_offsite = "centcom_dock"
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shuttle.transit_direction = NORTH
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shuttle.move_time = SHUTTLE_TRANSIT_DURATION_RETURN
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//shuttle.docking_controller_tag = "supply_shuttle"
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//shuttle.dock_target_station = "cargo_bay"
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shuttles["Escape"] = shuttle
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START_PROCESSING(shuttle_controller, shuttle)
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log_debug("Escape shuttle [shuttle ? "exists." : "DOES NOT EXIST!"]")
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shuttle = new/datum/shuttle/ferry/escape_pod()
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shuttle.location = 0
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shuttle.warmup_time = 0
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shuttle.area_station = locate(/area/shuttle/escape_pod1/station)
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shuttle.area_offsite = locate(/area/shuttle/escape_pod1/centcom)
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shuttle.area_transition = locate(/area/shuttle/escape_pod1/transit)
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shuttle.docking_controller_tag = "escape_pod_1"
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shuttle.dock_target_station = "escape_pod_1_berth"
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//shuttle.dock_target_offsite = "escape_pod_1_recovery"
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shuttle.transit_direction = NORTH
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shuttle.move_time = SHUTTLE_TRANSIT_DURATION_RETURN + rand(-30, 60) //randomize this so it seems like the pods are being picked up one by one
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shuttles["Escape Pod 1"] = shuttle
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START_PROCESSING(shuttle_controller, shuttle)
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shuttle = new/datum/shuttle/ferry/escape_pod()
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shuttle.location = 0
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shuttle.warmup_time = 0
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shuttle.area_station = locate(/area/shuttle/escape_pod2/station)
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shuttle.area_offsite = locate(/area/shuttle/escape_pod2/centcom)
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shuttle.area_transition = locate(/area/shuttle/escape_pod2/transit)
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shuttle.docking_controller_tag = "escape_pod_2"
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shuttle.dock_target_station = "escape_pod_2_berth"
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//shuttle.dock_target_offsite = "escape_pod_2_recovery"
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shuttle.transit_direction = NORTH
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shuttle.move_time = SHUTTLE_TRANSIT_DURATION_RETURN + rand(-30, 60) //randomize this so it seems like the pods are being picked up one by one
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shuttles["Escape Pod 2"] = shuttle
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START_PROCESSING(shuttle_controller, shuttle)
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shuttle = new/datum/shuttle/ferry/escape_pod()
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shuttle.location = 0
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shuttle.warmup_time = 0
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shuttle.area_station = locate(/area/shuttle/escape_pod3/station)
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shuttle.area_offsite = locate(/area/shuttle/escape_pod3/centcom)
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shuttle.area_transition = locate(/area/shuttle/escape_pod3/transit)
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shuttle.docking_controller_tag = "escape_pod_3"
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shuttle.dock_target_station = "escape_pod_3_berth"
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//shuttle.dock_target_offsite = "escape_pod_3_recovery"
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shuttle.transit_direction = EAST
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shuttle.move_time = SHUTTLE_TRANSIT_DURATION_RETURN + rand(-30, 60) //randomize this so it seems like the pods are being picked up one by one
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shuttles["Escape Pod 3"] = shuttle
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START_PROCESSING(shuttle_controller, shuttle)
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//There is no pod 4, apparently.
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/*shuttle = new/datum/shuttle/ferry/escape_pod()
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shuttle.location = 0
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shuttle.warmup_time = 0
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shuttle.area_station = locate(/area/shuttle/escape_pod5/station)
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shuttle.area_offsite = locate(/area/shuttle/escape_pod5/centcom)
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shuttle.area_transition = locate(/area/shuttle/escape_pod5/transit)
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shuttle.docking_controller_tag = "escape_pod_5"
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shuttle.dock_target_station = "escape_pod_5_berth"
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shuttle.dock_target_offsite = "escape_pod_5_recovery"
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shuttle.transit_direction = EAST //should this be WEST? I have no idea.
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shuttle.move_time = SHUTTLE_TRANSIT_DURATION_RETURN + rand(-30, 60) //randomize this so it seems like the pods are being picked up one by one
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process_shuttles += shuttle
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shuttles["Escape Pod 5"] = shuttle*/
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//give the emergency shuttle controller it's shuttles
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emergency_shuttle.shuttle = shuttles["Escape"]
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emergency_shuttle.escape_pods = list(
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shuttles["Escape Pod 1"],
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shuttles["Escape Pod 2"],
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shuttles["Escape Pod 3"]
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)
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// Supply shuttle
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shuttle = new/datum/shuttle/ferry/supply()
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shuttle.location = 1
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shuttle.warmup_time = 10
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shuttle.area_offsite = locate(/area/supply/dock)
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shuttle.area_station = locate(/area/supply/station)
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shuttle.docking_controller_tag = "supply_shuttle"
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shuttle.dock_target_station = "cargo_bay"
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shuttles["Supply"] = shuttle
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START_PROCESSING(shuttle_controller, shuttle)
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SScargo.shuttle = shuttle
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shuttle = new/datum/shuttle/ferry/arrival()
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shuttle.location = 1
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shuttle.warmup_time = 5
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shuttle.area_station = locate(/area/shuttle/arrival/station)
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shuttle.area_offsite = locate(/area/shuttle/arrival/centcom)
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shuttle.area_transition = locate(/area/shuttle/arrival/transit)
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shuttle.docking_controller_tag = "arrival_shuttle"
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shuttle.dock_target_station = "arrival_dock"
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shuttle.dock_target_offsite = "centcom_setup"
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shuttle.transit_direction = EAST
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shuttle.move_time = 60
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shuttles["Arrival"] = shuttle
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START_PROCESSING(shuttle_controller, shuttle)
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SSarrivals.shuttle = shuttle
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// Admin shuttles.
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shuttle = new()
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shuttle.location = 1
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shuttle.warmup_time = 10
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shuttle.area_offsite = locate(/area/shuttle/transport1/centcom)
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shuttle.area_station = locate(/area/shuttle/transport1/station)
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shuttle.docking_controller_tag = "centcom_shuttle"
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shuttle.dock_target_station = "centcom_shuttle_dock_airlock"
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shuttle.dock_target_offsite = "centcom_shuttle_bay"
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shuttles["Centcom"] = shuttle
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START_PROCESSING(shuttle_controller, shuttle)
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shuttle = new()
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shuttle.location = 1
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shuttle.warmup_time = 10 //want some warmup time so people can cancel.
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shuttle.area_offsite = locate(/area/shuttle/administration/centcom)
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shuttle.area_station = locate(/area/shuttle/administration/station)
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shuttle.docking_controller_tag = "admin_shuttle"
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shuttle.dock_target_station = "admin_shuttle_dock_airlock"
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shuttle.dock_target_offsite = "admin_shuttle_bay"
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shuttles["Administration"] = shuttle
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START_PROCESSING(shuttle_controller, shuttle)
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/*// Public shuttles
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shuttle = new()
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shuttle.warmup_time = 10
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shuttle.area_offsite = locate(/area/shuttle/constructionsite/site)
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shuttle.area_station = locate(/area/shuttle/constructionsite/station)
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shuttle.docking_controller_tag = "engineering_shuttle"
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shuttle.dock_target_station = "engineering_dock_airlock"
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shuttle.dock_target_offsite = "edock_airlock"
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shuttles["Engineering"] = shuttle
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process_shuttles += shuttle
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shuttle = new()
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shuttle.warmup_time = 10
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shuttle.area_offsite = locate(/area/shuttle/mining/outpost)
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shuttle.area_station = locate(/area/shuttle/mining/station)
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shuttle.docking_controller_tag = "mining_shuttle"
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shuttle.dock_target_station = "mining_dock_airlock"
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shuttle.dock_target_offsite = "mining_outpost_airlock"
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shuttles["Mining"] = shuttle
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process_shuttles += shuttle
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shuttle = new()
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shuttle.warmup_time = 10
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shuttle.area_offsite = locate(/area/shuttle/research/outpost)
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shuttle.area_station = locate(/area/shuttle/research/station)
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shuttle.docking_controller_tag = "research_shuttle"
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shuttle.dock_target_station = "research_dock_airlock"
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shuttle.dock_target_offsite = "research_outpost_dock"
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shuttles["Research"] = shuttle
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process_shuttles += shuttle*/
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// ERT Shuttle
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var/datum/shuttle/ferry/multidock/specops/ERT = new()
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ERT.location = 0
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ERT.warmup_time = 10
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ERT.area_offsite = locate(/area/shuttle/specops/station) //centcom is the home station, the Exodus is offsite
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ERT.area_station = locate(/area/shuttle/specops/centcom)
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ERT.docking_controller_tag = "specops_shuttle_port"
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ERT.docking_controller_tag_station = "specops_shuttle_port"
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ERT.docking_controller_tag_offsite = "specops_shuttle_fore"
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ERT.dock_target_station = "specops_centcom_dock"
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ERT.dock_target_offsite = "specops_dock_airlock"
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shuttles["Special Operations"] = ERT
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START_PROCESSING(shuttle_controller, ERT)
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//Skipjack.
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var/datum/shuttle/multi_shuttle/VS = new/datum/shuttle/multi_shuttle()
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VS.origin = locate(/area/skipjack_station/start)
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VS.destinations = list(
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"Surface of the station" = locate(/area/skipjack_station/surface),
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"Under the station" = locate(/area/skipjack_station/above),
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"Above the station" = locate(/area/skipjack_station/under),
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"Mining caverns" = locate(/area/skipjack_station/cavern)
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)
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VS.announcer = "NDV Icarus"
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VS.arrival_message = "Attention, [station_short], we just tracked a small target bypassing our defensive perimeter. Can't fire on it without hitting the station - you've got incoming visitors, like it or not."
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VS.departure_message = "Your guests are pulling away, [station_short] - moving too fast for us to draw a bead on them. Looks like they're heading out of the system at a rapid clip."
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VS.interim = locate(/area/skipjack_station/transit)
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VS.warmup_time = 0
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shuttles["Skipjack"] = VS
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//Nuke Ops shuttle.
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var/datum/shuttle/multi_shuttle/MS = new/datum/shuttle/multi_shuttle()
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MS.origin = locate(/area/syndicate_station/start)
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MS.start_location = "Mercenary Base"
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MS.destinations = list(
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"Surface of the station" = locate(/area/syndicate_station/surface),
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"Above the station" = locate(/area/syndicate_station/above),
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"Under the station" = locate(/area/syndicate_station/under),
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"Mining caverns" = locate(/area/syndicate_station/caverns)
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)
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MS.docking_controller_tag = "merc_shuttle"
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MS.destination_dock_targets = list(
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"Mercenary Base" = "merc_base",
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"Arrivals dock" = "nuke_shuttle_dock_airlock"
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)
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MS.announcer = "NDV Icarus"
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MS.arrival_message = "Attention, [station_short], you have a large signature approaching the station - looks unarmed to surface scans. We're too far out to intercept - brace for visitors."
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MS.departure_message = "Your visitors are on their way out of the system, [station_short], burning delta-v like it's nothing. Good riddance."
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MS.interim = locate(/area/syndicate_station/transit)
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MS.warmup_time = 0
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shuttles["Mercenary"] = MS
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..()
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